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Remove unnecessary Src/ folders
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143
Source/Core/VideoBackends/D3D/NativeVertexFormat.cpp
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143
Source/Core/VideoBackends/D3D/NativeVertexFormat.cpp
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// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include "D3DBase.h"
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#include "D3DBlob.h"
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#include "NativeVertexFormat.h"
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#include "VertexManager.h"
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#include "VertexShaderCache.h"
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namespace DX11
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{
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class D3DVertexFormat : public NativeVertexFormat
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{
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D3D11_INPUT_ELEMENT_DESC m_elems[32];
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UINT m_num_elems;
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DX11::D3DBlob* m_vs_bytecode;
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ID3D11InputLayout* m_layout;
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public:
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D3DVertexFormat() : m_num_elems(0), m_vs_bytecode(NULL), m_layout(NULL) {}
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~D3DVertexFormat() { SAFE_RELEASE(m_vs_bytecode); SAFE_RELEASE(m_layout); }
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void Initialize(const PortableVertexDeclaration &_vtx_decl);
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void SetupVertexPointers();
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};
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NativeVertexFormat* VertexManager::CreateNativeVertexFormat()
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{
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return new D3DVertexFormat();
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}
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DXGI_FORMAT VarToD3D(VarType t, int size)
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{
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DXGI_FORMAT retval = DXGI_FORMAT_UNKNOWN;
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static const DXGI_FORMAT lookup1[5] = {
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DXGI_FORMAT_R8_SNORM, DXGI_FORMAT_R8_UNORM, DXGI_FORMAT_R16_SNORM, DXGI_FORMAT_R16_UNORM, DXGI_FORMAT_R32_FLOAT
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};
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static const DXGI_FORMAT lookup2[5] = {
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DXGI_FORMAT_R8G8_SNORM, DXGI_FORMAT_R8G8_UNORM, DXGI_FORMAT_R16G16_SNORM, DXGI_FORMAT_R16G16_UNORM, DXGI_FORMAT_R32G32_FLOAT
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};
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static const DXGI_FORMAT lookup3[5] = {
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DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R32G32B32_FLOAT
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};
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static const DXGI_FORMAT lookup4[5] = {
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DXGI_FORMAT_R8G8B8A8_SNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R16G16B16A16_SNORM, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R32G32B32A32_FLOAT
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};
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switch (size)
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{
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case 1: retval = lookup1[t]; break;
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case 2: retval = lookup2[t]; break;
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case 3: retval = lookup3[t]; break;
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case 4: retval = lookup4[t]; break;
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default: break;
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}
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if (retval == DXGI_FORMAT_UNKNOWN)
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{
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PanicAlert("VarToD3D: Invalid type/size combo %i , %i", (int)t, size);
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}
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return retval;
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}
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void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
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{
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vertex_stride = _vtx_decl.stride;
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memset(m_elems, 0, sizeof(m_elems));
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m_elems[m_num_elems].SemanticName = "POSITION";
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m_elems[m_num_elems].AlignedByteOffset = 0;
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m_elems[m_num_elems].Format = DXGI_FORMAT_R32G32B32_FLOAT;
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m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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++m_num_elems;
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for (int i = 0; i < 3; i++)
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{
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if (_vtx_decl.normal_offset[i] > 0)
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{
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m_elems[m_num_elems].SemanticName = "NORMAL";
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m_elems[m_num_elems].SemanticIndex = i;
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m_elems[m_num_elems].AlignedByteOffset = _vtx_decl.normal_offset[i];
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m_elems[m_num_elems].Format = VarToD3D(_vtx_decl.normal_gl_type, _vtx_decl.normal_gl_size);
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m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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++m_num_elems;
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}
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}
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for (int i = 0; i < 2; i++)
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{
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if (_vtx_decl.color_offset[i] > 0)
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{
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m_elems[m_num_elems].SemanticName = "COLOR";
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m_elems[m_num_elems].SemanticIndex = i;
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m_elems[m_num_elems].AlignedByteOffset = _vtx_decl.color_offset[i];
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m_elems[m_num_elems].Format = VarToD3D(_vtx_decl.color_gl_type, 4);
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m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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++m_num_elems;
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}
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}
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for (int i = 0; i < 8; i++)
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{
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if (_vtx_decl.texcoord_offset[i] > 0)
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{
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m_elems[m_num_elems].SemanticName = "TEXCOORD";
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m_elems[m_num_elems].SemanticIndex = i;
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m_elems[m_num_elems].AlignedByteOffset = _vtx_decl.texcoord_offset[i];
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m_elems[m_num_elems].Format = VarToD3D(_vtx_decl.texcoord_gl_type[i], _vtx_decl.texcoord_size[i]);
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m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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++m_num_elems;
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}
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}
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if (_vtx_decl.posmtx_offset != -1)
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{
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m_elems[m_num_elems].SemanticName = "BLENDINDICES";
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m_elems[m_num_elems].AlignedByteOffset = _vtx_decl.posmtx_offset;
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m_elems[m_num_elems].Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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++m_num_elems;
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}
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}
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void D3DVertexFormat::SetupVertexPointers()
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{
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if (m_vs_bytecode != DX11::VertexShaderCache::GetActiveShaderBytecode())
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{
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SAFE_RELEASE(m_vs_bytecode);
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SAFE_RELEASE(m_layout);
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m_vs_bytecode = DX11::VertexShaderCache::GetActiveShaderBytecode();
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m_vs_bytecode->AddRef();
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HRESULT hr = DX11::D3D::device->CreateInputLayout(m_elems, m_num_elems, m_vs_bytecode->Data(), m_vs_bytecode->Size(), &m_layout);
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if (FAILED(hr)) PanicAlert("Failed to create input layout, %s %d\n", __FILE__, __LINE__);
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DX11::D3D::SetDebugObjectName((ID3D11DeviceChild*)m_layout, "input layout used to emulate the GX pipeline");
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}
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DX11::D3D::context->IASetInputLayout(m_layout);
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}
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} // namespace DX11
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